Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

TensorCamera shows a black screen #8472

Open
cod3kid opened this issue Dec 10, 2024 · 3 comments
Open

TensorCamera shows a black screen #8472

cod3kid opened this issue Dec 10, 2024 · 3 comments
Assignees
Labels
type:bug Something isn't working type:support user support questions

Comments

@cod3kid
Copy link

cod3kid commented Dec 10, 2024

This code is a slightly modified version of https://github.com/tensorflow/tfjs-examples/blob/master/react-native/pose-detection/App.tsx

I have replaced Camera with CameraView as Camera is no longer a React Component.
When autoRender is true, it shows a black screen but plots the pose detection points
When autoRender is false, updatePreview() causes an error

import React, {useEffect, useState, useRef} from 'react';
import {StyleSheet, Text, View, Dimensions, Platform} from 'react-native';

import {Camera, CameraView} from 'expo-camera';

import * as tf from '@tensorflow/tfjs';
import * as posedetection from '@tensorflow-models/pose-detection';
import * as ScreenOrientation from 'expo-screen-orientation';
import {
  bundleResourceIO,
  cameraWithTensors,
} from '@tensorflow/tfjs-react-native';
import Svg, {Circle} from 'react-native-svg';
import '@tensorflow/tfjs-backend-webgpu';
import '@tensorflow/tfjs-backend-webgl';

// tslint:disable-next-line: variable-name
const TensorCamera = cameraWithTensors(CameraView);

const IS_ANDROID = Platform.OS === 'android';
const IS_IOS = Platform.OS === 'ios';

// Camera preview size.
//
// From experiments, to render camera feed without distortion, 16:9 ratio
// should be used fo iOS devices and 4:3 ratio should be used for android
// devices.
//
// This might not cover all cases.
const CAM_PREVIEW_WIDTH = Dimensions.get('window').width;
const CAM_PREVIEW_HEIGHT = CAM_PREVIEW_WIDTH / (IS_IOS ? 9 / 16 : 3 / 4);

// The score threshold for pose detection results.
const MIN_KEYPOINT_SCORE = 0.3;

// The size of the resized output from TensorCamera.
//
// For movenet, the size here doesn't matter too much because the model will
// preprocess the input (crop, resize, etc). For best result, use the size that
// doesn't distort the image.
const OUTPUT_TENSOR_WIDTH = 180;
const OUTPUT_TENSOR_HEIGHT = OUTPUT_TENSOR_WIDTH / (IS_IOS ? 9 / 16 : 3 / 4);

// Whether to auto-render TensorCamera preview.
const AUTO_RENDER = false;

// Whether to load model from app bundle (true) or through network (false).
const LOAD_MODEL_FROM_BUNDLE = false;

export default function App() {
  const cameraRef = useRef(null);
  const [tfReady, setTfReady] = useState(false);
  const [model, setModel] = useState(null);
  const [poses, setPoses] = useState(null);
  const [fps, setFps] = useState(0);
  const [orientation, setOrientation] = useState(null);
  const [cameraType, setCameraType] = useState('front');
  // Use `useRef` so that changing it won't trigger a re-render.
  //
  // - null: unset (initial value).
  // - 0: animation frame/loop has been canceled.
  // - >0: animation frame has been scheduled.
  const rafId = useRef(null);

  useEffect(() => {
    async function prepare() {
      rafId.current = null;

      // Set initial orientation.
      const curOrientation = await ScreenOrientation.getOrientationAsync();
      setOrientation(curOrientation);

      // Listens to orientation change.
      ScreenOrientation.addOrientationChangeListener(event => {
        setOrientation(event.orientationInfo.orientation);
      });

      // Camera permission.
      await Camera.requestCameraPermissionsAsync();

      // Wait for tfjs to initialize the backend.
      await tf.ready();

      // Load movenet model.
      // https://github.com/tensorflow/tfjs-models/tree/master/pose-detection
      const movenetModelConfig = {
        modelType: posedetection.movenet.modelType.SINGLEPOSE_LIGHTNING,
        enableSmoothing: true,
        runtime: 'tfjs',
      };
      // if (LOAD_MODEL_FROM_BUNDLE) {
      //   const modelJson = require('./offline_model/model.json');
      //   const modelWeights1 = require('./offline_model/group1-shard1of2.bin');
      //   const modelWeights2 = require('./offline_model/group1-shard2of2.bin');
      //   movenetModelConfig.modelUrl = bundleResourceIO(modelJson, [
      //     modelWeights1,
      //     modelWeights2,
      //   ]);
      // }
      const modelTemp = await posedetection.createDetector(
        posedetection.SupportedModels.MoveNet,
        movenetModelConfig,
      );
      setModel(modelTemp);

      // Ready!
      setTfReady(true);
    }

    prepare();
  }, []);

  useEffect(() => {
    // Called when the app is unmounted.
    return () => {
      if (rafId.current != null && rafId.current !== 0) {
        cancelAnimationFrame(rafId.current);
        rafId.current = 0;
      }
    };
  }, []);

  const handleCameraStream = async (images, updatePreview = () => {}, gl) => {
    const loop = async () => {
      // Get the tensor and run pose detection.
      console.log('n');
      try {
        const imageTensor = images.next().value;

        const startTs = Date.now();
        const poses = await model.estimatePoses(
          imageTensor,
          undefined,
          Date.now(),
        );
        const latency = Date.now() - startTs;
        setFps(Math.floor(1000 / latency));
        setPoses(poses);
        tf.dispose([imageTensor]);

        if (rafId.current === 0) {
          return;
        }
        // Render camera preview manually when autorender=false.
        if (!AUTO_RENDER) {
          // console.log('before', updatePreview());
          updatePreview();
          console.log('after');
          gl.endFrameEXP();
        }

        rafId.current = requestAnimationFrame(loop);
      } catch (ex) {
        console.log('error', ex);
      }
    };

    loop();
  };

  const renderPose = () => {
    if (poses != null && poses.length > 0) {
      const keypoints = poses[0].keypoints
        .filter(k => (k.score ?? 0) > MIN_KEYPOINT_SCORE)
        .map(k => {
          // Flip horizontally on android or when using back camera on iOS.
          const flipX = IS_ANDROID || cameraType === 'back';
          const x = flipX ? getOutputTensorWidth() - k.x : k.x;
          const y = k.y;
          const cx =
            (x / getOutputTensorWidth()) *
            (isPortrait() ? CAM_PREVIEW_WIDTH : CAM_PREVIEW_HEIGHT);
          const cy =
            (y / getOutputTensorHeight()) *
            (isPortrait() ? CAM_PREVIEW_HEIGHT : CAM_PREVIEW_WIDTH);
          return (
            <Circle
              key={`skeletonkp_${k.name}`}
              cx={cx}
              cy={cy}
              r="4"
              strokeWidth="2"
              fill="#00AA00"
              stroke="white"
            />
          );
        });

      return <Svg style={styles.svg}>{keypoints}</Svg>;
    } else {
      return <View></View>;
    }
  };

  const renderFps = () => {
    return (
      <View style={styles.fpsContainer}>
        <Text>FPS: {fps}</Text>
      </View>
    );
  };

  const renderCameraTypeSwitcher = () => {
    return (
      <View
        style={styles.cameraTypeSwitcher}
        onTouchEnd={handleSwitchCameraType}>
        <Text>
          Switch to {cameraType === 'front' ? 'back' : 'front'} camera
        </Text>
      </View>
    );
  };

  const handleSwitchCameraType = () => {
    if (cameraType === 'front') {
      setCameraType('back');
    } else {
      setCameraType('front');
    }
  };

  const isPortrait = () => {
    return (
      orientation === ScreenOrientation.Orientation.PORTRAIT_UP ||
      orientation === ScreenOrientation.Orientation.PORTRAIT_DOWN
    );
  };

  const getOutputTensorWidth = () => {
    // On iOS landscape mode, switch width and height of the output tensor to
    // get better result. Without this, the image stored in the output tensor
    // would be stretched too much.
    //
    // Same for getOutputTensorHeight below.
    return isPortrait() || IS_ANDROID
      ? OUTPUT_TENSOR_WIDTH
      : OUTPUT_TENSOR_HEIGHT;
  };

  const getOutputTensorHeight = () => {
    return isPortrait() || IS_ANDROID
      ? OUTPUT_TENSOR_HEIGHT
      : OUTPUT_TENSOR_WIDTH;
  };

  const getTextureRotationAngleInDegrees = () => {
    // On Android, the camera texture will rotate behind the scene as the phone
    // changes orientation, so we don't need to rotate it in TensorCamera.
    if (IS_ANDROID) {
      return 0;
    }

    // For iOS, the camera texture won't rotate automatically. Calculate the
    // rotation angles here which will be passed to TensorCamera to rotate it
    // internally.
    switch (orientation) {
      // Not supported on iOS as of 11/2021, but add it here just in case.
      case ScreenOrientation.Orientation.PORTRAIT_DOWN:
        return 180;
      case ScreenOrientation.Orientation.LANDSCAPE_LEFT:
        return cameraType === 'front' ? 270 : 90;
      case ScreenOrientation.Orientation.LANDSCAPE_RIGHT:
        return cameraType === 'back' ? 90 : 270;
      default:
        return 0;
    }
  };

  if (!tfReady) {
    return (
      <View style={styles.loadingMsg}>
        <Text>Loading...</Text>
      </View>
    );
  } else {
    return (
      // Note that you don't need to specify `cameraTextureWidth` and
      // `cameraTextureHeight` prop in `TensorCamera` below.
      <View
        style={
          isPortrait() ? styles.containerPortrait : styles.containerLandscape
        }>
        <TensorCamera
          // ref={cameraRef}
          style={styles.camera}
          autorender={AUTO_RENDER}
          type={cameraType}
          // tensor related props
          resizeWidth={getOutputTensorWidth()}
          resizeHeight={getOutputTensorHeight()}
          resizeDepth={3}
          rotation={getTextureRotationAngleInDegrees()}
          onReady={handleCameraStream}
        />
        {/* {renderPose()} */}
        {renderFps()}
        {renderCameraTypeSwitcher()}
      </View>
    );
  }
}

const styles = StyleSheet.create({
  containerPortrait: {
    position: 'relative',
    width: CAM_PREVIEW_WIDTH,
    height: CAM_PREVIEW_HEIGHT,
    marginTop: Dimensions.get('window').height / 2 - CAM_PREVIEW_HEIGHT / 2,
  },
  containerLandscape: {
    position: 'relative',
    width: CAM_PREVIEW_HEIGHT,
    height: CAM_PREVIEW_WIDTH,
    marginLeft: Dimensions.get('window').height / 2 - CAM_PREVIEW_HEIGHT / 2,
  },
  loadingMsg: {
    position: 'absolute',
    width: '100%',
    height: '100%',
    alignItems: 'center',
    justifyContent: 'center',
  },
  camera: {
    width: '100%',
    height: '100%',
    zIndex: 1,
  },
  svg: {
    width: '100%',
    height: '100%',
    position: 'absolute',
    zIndex: 30,
  },
  fpsContainer: {
    position: 'absolute',
    top: 10,
    left: 10,
    width: 80,
    alignItems: 'center',
    backgroundColor: 'rgba(255, 255, 255, .7)',
    borderRadius: 2,
    padding: 8,
    zIndex: 20,
  },
  cameraTypeSwitcher: {
    position: 'absolute',
    top: 10,
    right: 10,
    width: 180,
    alignItems: 'center',
    backgroundColor: 'rgba(255, 255, 255, .7)',
    borderRadius: 2,
    padding: 8,
    zIndex: 20,
  },
});

@cod3kid cod3kid added the type:bug Something isn't working label Dec 10, 2024
@google-ml-butler google-ml-butler bot added the type:support user support questions label Dec 10, 2024
@shmishra99 shmishra99 self-assigned this Dec 11, 2024
@shmishra99
Copy link
Contributor

Hi @cod3kid ,

I am not able to replicate this issue. Coluld you please give a try as per the instruction given in the following comment and let me know if it is resolving your issue. comment

Thank You!!

@cod3kid
Copy link
Author

cod3kid commented Dec 14, 2024

@shmishra99 Adding tf.env().set('WEBGL_PACK_DEPTHWISECONV', false); doesn't fix my issue

@GrandChieftain
Copy link

GrandChieftain commented Dec 26, 2024

Suffering from the same problem right now, just got my tflite model to load just for a black screen, great

Edit: this may sound dumb but this was my problem, make sure you request for camera permissions first

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
type:bug Something isn't working type:support user support questions
Projects
None yet
Development

No branches or pull requests

3 participants